Disallow recycling of IPs
Rig
Join Date: 2006-12-24 Member: 59209Members
I'm sick of commanders losing resign votes and throwing the game by recycling IPs. Some people like to play it out, even if defeat is certain, as evidenced by the fact that this happens in virtually every game I lose as a marine or win as an alien. If you want a new game that badly, leave the server, don't ruin everyone else's fun because you're butthurt.
Alternatively, add a cooldown so recycle can't be spammed, just used to recover resources from an accidental build or a couple high-value structures in a lost base. Or just remove recycling from the game entirely, aliens don't have it, marines don't really need it for balance.
Alternatively, add a cooldown so recycle can't be spammed, just used to recover resources from an accidental build or a couple high-value structures in a lost base. Or just remove recycling from the game entirely, aliens don't have it, marines don't really need it for balance.
Comments
Maybe aswell removing the timelimit on conceding would help. I've experienced some games myself, where defeat was certain after a few minutes in the game and all i could do was waiting to be able to concede (on alien). But i guess that would open a whole new opportunity for trolls and griefers.
But recycling itself is usefull and sometimes necessary in order to save the res and/or get rid of obsolete builings. In particular phasegates, of which you can indeed have to many. Not even taking the limit in consideration. And a cooldown on recycle would just make salvaging lost or obsolete bases a pain in the a** for the commander. So that's not an option.
And as a team, you still have the option to eject the commander if he or she is acting against your will....
I completely agree that now we have concede that recycling needs to be limited.
I would suggest that IP's (and other structures) cant be recycled once built if they are in the same room as the marine comm (ie marine spawn is Cafeteria on docking so unless the comm relocates himself he cant recycle in that room).
This would allow relocation's to still possible but you cant recycle your old base until you reach your new comm chair.
This would also solve the issue of troll comms recycling a base...and make their impact more limited.
The only problem that could come up is the comm could just spam IPs that can never be recycled, wasting tons of res. (Not that it couldnt happen now). Perhaps if the starting IP was not recyclable that would make sense. Then at least you have 1 IP that can't get recycled.
So long as there is ONE ACTIVE IP built somewhere on the map, then any other IP can be recycled at whim.
The last IP (regardless of location) is not recyclable. This prevents abuse since extra IPs can be recycled, and it allows relocation since once a new IP is built the old one can be recycled. No commander should ever need to recycle the last active IP - not when we have concede votes.
So if you lose power in a room, you can recycle all buildings in that room.
Thoughts?
Doesn't stop me from recycling the armory and arms lab, though.
He will recycle everything but the last IP and the result is pretty much the same.
even though I obviously don't speak for everyone, I doubt many people find fun playing a hopeless turtle against a team that only wants to farm kills instead of rushing the objective.
Surprisingly enough, there are a lot of people who don't know how to concede.
I do like Savant's solution though.
Situation: you main base is devastated, you got another one but with no IPs built. All you have is one IP at first base, CC and extractor at second base. You can recycle that IP and build new one, because waiting for res is suicidal and if you recycle extractor you won't be able to get new one.
One might argue that in this situation is 100% defeat anyway, but there is an exo train approaching last hive and you want your marines to respawn and defend last CC while exos are taking down the hive. There is still a chance to win and you don't want to waste it because of enforced restrictions.
But what is stopping you building that IP at the new base before you recycle your existing one?
Xen32...if the marines have mismanaged their resources this baadly how is it any different to getting res locked?
How about an extractor, arms lab, armoury, proto etc to get enough res to afford a new IP?
If you dont have those to sell then getting back a fraction of the cost of a damaged IP is not going to offer you much res.
This would be your best option.
Disallowing of IP/base recycling would put a halt to those epic complete relocate tactics I've seen (of which I've fallen foul to many a time!).
OP might set a new one!
Losing a forward base is much more a punishing aspect to Aliens than it is for Marines, as of the current Build (245), all marines have to do is have a commander that recycles everything all at once, get a MASSIVE Res Dump, and drop his team three or four exo suits at base before the Comm Chair goes down, or dump it into research. This is unheard of in Alien play, as is the concept of regaining resources at all. This may be a concept function, but it's also a horrid balance issue that at the very least needs to be addressed.
While I agree that recycling should not be removed completely, it should be nerfed in order to create a more fair experience for the Aliens to be able to deliver as much a crippling blow as the Marines give already from a successful kill on a Hive, rather than a successful hit on a base only resulting in another Hive Location, rather than a devastating blow in taking out a built up Marine stronghold without the possibility of recouping most of those structures. Much in the same way a Marine Beacon stops if an Observatory is destroyed or powered down, Recycling structures should stop or at least have the time to recycle them be increased by a large percentage so that Aliens who have successfully taken down that base get to revel in their victory through actually removing resources from Marine Play, instead of a massive rush to attempt to take at least ONE structure before the Commander successfully trolls the victory from all the structures disappearing, and all those Nanobots take the form of a massive, disembodied hand flipping the bird before fading away.
I'd recommend a cool down be added to recycling, a limit to recycling final/essential structures such as IPs or the last Adv. Armory, and removing the option of recycling powered down structures so that Aliens have a much more fulfilling experience in destroying a Marine Stronghold, or at the very least increase the time it takes for those powered down structures to be recycled so that if the Aliens aren't taking advantage of that extra time, the Marines still have the ability to gain from the Aliens' lack of seizing the opportunity.
TL;DR:
Nerf Recycling by:
-Create overall cooldown.
-Remove RCing essential IPs/Armories based on Team Size. (ie. +8 players = Can't remove 2nd to last IP, etc.)
-Increase time it takes for powered down structures to recycle by a large margin to allow Aliens a more satisfying and deeply felt blow on Marines as much as a lost Hive is currently to Aliens, or remove recycling of powered down structures entirely.
-Slightly justified because Aliens have no equal ability to recycling that allows the recouping of resources like Marines do, thus a slight balance issue.
tldr; You can't disable features like this without hurting legit tactics, planning around trolls is dumb and all options need to be available.